My argument if you could call it that, is simply that the majority of players will play the game a single time. Reactivity is great, but if you're spending 50% of your budget on something that 80% of your audience will never see due to how you've programmed things, I would question if that's a great idea. Even more so when it comes to important story points. I went through a playthrough in EA and somehow avoided almost every camp cutscene simply due to how I was playing, and that wasn't an extreme playthrough or anything. If you have a number of players missing key plot points and being confused, that's not a good thing.
This is entirely correct, so yet another reason to NOT play the game for long while after its release to give adequate time for game guides to be written through which someone like me can totally metagame all of this.